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Dan Carver
Issaquah (near Seattle), WA 98027

EMAIL: dan@vinegaroonmoon.com or danccarver@gmail.com

Project Management   /   Design   /   testing  /  technical writing
A creative, seasoned professional with over 12 years of experience and a deep passion for creating quality software and fun and entertaining games.  Career to date encompasses 16+ shipped products and experience in all aspects of the development process, including project management, design, prototyping, documentation, specifications, scripting, programming, testing, web site design and development, technical writing and editing. Has managed internal and external teams. Relishes new experiences and challenges.

Software Experience
Word, Excel, Project, Visio, Frontpage, HTML/XHTML, CSS, XML, Pascal, Basic, Visual Basic, C, C++, Visual C#, Lua, Python, PHP, Sourcesafe and other Asset Management software, Cool Edit, Sound Forge, Photoshop, Paint Shop Pro, Corel Painter, Confluence wki, JIRA bug database (and other bug reporting software), Maya, UnrealEd, Pagemaker, Windows, DOS, some Mac OS experience.

Platform Experience
PC, XBox, XBox 360, Nintendo Wii, Web based games, including Alternate Reality Games (ARGs). 

                            

Experience

Hidden Path Entertainment, Bellevue, WA                    6/2006 to 4/2008

Designer / Project Management

Defense Grid  (XBOX arcade) – Designer
Responsible for designing and documenting a downloadable tower defense game, Created asset lists and worked with other departments to develop the assets. Designed and documented user interface. Worked with programming team to design and test editing tools and data formats.

Unannounced Title  (Nintendo Wii) – Level Designer
Responsible for designing scripting and testing game levels and features. Created asset lists and worked with other departments to develop the assets. Worked with programming team to test and improve editing tools and data formats.

GoDance  (PC online) – Project Manager / Designer
Responsible for designing and documenting a dancing game for Gopets client.  Created asset lists and worked with other departments to develop assets. Worked closely with programming team to implement features and dancing modes. Tested, balanced and tuned performance.

GoPets  (PC online) – Project Manager / Designer
Responsible for designing and documenting new features and improved functionality, building asset lists and working with other departments to develop the assets.  Worked closely with programming team to implement features. Tuned performance. Tested, reported and tracked bugs. Worked with client to integrate new features with existing code.

Culture  (XBOX Demo) – Project Manager / Designer
Evaluated project and provided design and playtest feedback. This project was nearing completion when I joined Hidden Path.

Other
Researched, compared and recommended wiki and bug tracking tools. Installed Confluence wiki and JIRA bug database. Maintained wiki, wrote tutorials, and created templates for projects. Created wiki-based design document which became the standard for other projects.

Volt / VMC, Redmond, WA                                                1/2006 to 2/2006

Testing 

Contracted to conduct hardware and functional software testing on XBOX 360. Logged and reproduced bugs.

Microsoft, Redmond, WA                                                                            5/1993 to 12/2003

Project Manager / Game Designer


Crimson Skies (XBOX) – Level Designer
Responsible for designing and documenting levels, building asset lists and working with other departments to develop the assets.  Reviewed and edited design documents. Conducted level reviews with other designers.  Worked with programming lead to improve design tools and script performance. Modeled environments using Maya.  Scripted behaviors. Debugged, balanced and tuned levels. Contributed to improvements in core design and AI, Wrote scripting tutorials. Trained personnel on tools and scripting. Participated in usability studies.

The Beast – Game Designer, Voice Direction
A ground-breaking web-based mystery game developed by Microsoft to promote the Steven Spielberg movie, A.I. (the game is chronicled at www.cloudmakers.org). Responsible for designing puzzles, contributing to story arc, writing and editing audio scripts, directing voice talent and audio post production (which included special effects and foley work). Researched and acquired phone and video streaming services. Acted as production assistant for video and photo shoots.  Moderated and tracked game progress. Managed project when project manager was unavailable.

MechWarrior IV – Voice Direction, Audio Design, Voice Scripting, Video Production
Worked on design of audio interface.  Contributed to, organized and edited audio scripts.  Coordinated  work with external production company. Acted as production assistant for video shoots.  Cast and directed voice talent.  Coordinated post production audio work. Devised tools and process for converting between file-naming conventions.  Devised tools and process for tracking missing and duplicated files.

Cel Damage (published with 3rd party) Project Manager / Game design supervision
Initially responsible for project management, and then moved to design position.  Responsible for design of prototype with developer.  Created original vision document and specification for prototype. Supervised developer on-site to create, debug, and tune  prototype. Contributed to core and level design and reviewed and edited all design and documentation until transitioned off to work on Mechwarrior IV.

Inertia (unpublished) – Project Manager
Responsible for project management of Microsoft team working with external developer, Pseudo Interactive. Involved regular travel to developer to monitor project’s progress. Also scheduled and tracked development.  Developed spec with developer. Reviewed and edited all documentation.

Reach for the Stars (published with 3rd party) – Project Manager
Responsible for project management of Microsoft team working with external developer, Strategic Studies Group. Involved regular travel to developer to monitor project’s progress. Responsible for scheduling and tracking progress. Developed spec with developer. Reviewed and edited all documentation.

Playernet – Project Manager
Responsible for project management of internal Microsoft team developing a peer-to-peer multiplayer service for use with Golf 2.0.  Developed interface spec, scheduled and tracked project.  Coordinated development with Golf 2.0 teams. Monitored and participated in usability studies. Reviewed and edited all documentation.

Golf 2.0 – Project Manager
Responsible for project management of Microsoft team working with external developer, Strategic Studies Group. Involved regular travel to developer to monitor project’s progress. Responsible for scheduling and tracking progress. Developed feature set, spec and interface with developer. Monitored and participated in usability studies. Reviewed and edited all documentation.

Discovery (unpublished) – Project Manager
Responsible for project management of Microsoft team working with external developer, Totally Games. Involved regular travel to developer to monitor project’s progress. Responsible for scheduling and tracking progress. Developed spec with developer. Reviewed and edited all documentation.

Golf 1.5 0 – Project Manager
Responsible for project management of Microsoft team working with external developer, Access Software. Involved regular travel to developer to monitor project’s progress. Responsible for scheduling and tracking progress. Monitored and participated in usability studies. Reviewed and edited all documentation.                                                                                                                                                          

Sierra Online, Oakhurst, California                                                             2/1991 to 4/1993

Programmer / Project Manager

Laura Bow II CD – Project Manager / Voice Direction
Responsible for management of conversion to multimedia game. Directed voice talent. Responsible for scheduling and tracking progress.

EcoQuest CD – Project Manager
Responsible for management of conversion of EcoQuest multimedia game. Responsible for scheduling and tracking progress.

Space Quest IV CD – Project Manager / Programmer
Responsible for management of conversion to multimedia game. Managed a team of programmers, artists and testers. Scheduled and tracked progress.  Developed tools to improve speed and efficiency of multimedia conversions.

King’s Quest V CD – Programmer
Programmed first multimedia conversion of a Sierra product.
 

Flying Buffalo Inc., Phoenix, Arizona                                                         1/1987 to 1/1991

Game Designer / Programmer / Writer / Office Manager / Retail Store Manager

Mobius I  2.0  (multiplayer computer moderated play-by-mail) – Game Designer / Programmer / Writer
Designed, spec’d, and programmed version 2 of Mobius I. Created scripting system to allow players to automate turns. Revised game manual.

Berserker (board game) Designer (with Mike Stackpole)
Co-designed and playtested game based on Fred Saberhagen’s Berserker novels.

Nuclear Escalation (card game) Designer (with others)
Co-designed and playtested expansion set for the original Nuclear Destruction card game.

Uncle Ugly’s Underground (paper and pencil role-playing) Designer / Illustrator / Writer
Designed, illustrated, and wrote a game module for Tunnels & Trolls.

Tunnels & Trolls (paper & pencil role-playing) Playtester
Playtested and provided feedback and suggestions for Tunnels & Trolls role-playing.

Other
Managed retail game store. Managed office, implementing improved posting system and other office and accounting procedures.

Mobius Corporation, Scottsdale, Arizona                                                       1982 to 1987

President / Game Designer / Programmer

Mobius I (multiplayer computer moderated play-by-mail) – Game Designer/ Programmer/ Writer
Designed, spec’d, and programmed game. Wrote game manual. Wrote all utilities for management of game, including editor, syntax checker and accounting system.
 

Freelance Projects (as contractor)

Level Designer

Tunnels & Trolls (computer game) – Level Designer
Designed and documented levels for computer version of Tunnels & Trolls.

Wasteland – Level Designer
Designed and documented levels.
 

Qualifications and Complementary Skills:

 Education

Arizona State University, Tempe, Arizona

BIO                      

Dan Carver is a 20 year veteran of the gaming industry.  He cut his teeth on board, roleplaying, and computer moderated correspondence games and began his video game career as a contract level designer on the hall of fame game “Wasteland” (Apple II).

Following that he joined Sierra On-line to work on such award winning and best-selling titles as Kings Quest V and Space Quest IV (both for the PC).  At Sierra he led the Multimedia Conversion Team which was responsible for pioneering some of the first CD-rom multimedia titles.

In 1993 he was lured to Microsoft where he served as a project manager and designer for a diverse array of titles that sold over $70+ million worldwide, including 2 versions of Microsoft Golf (PC), Microsoft’s first multiplayer gaming client, Cel Damage (XBOX), Mech Warrior IV (PC) and Crimson Skies (XBOX).

In 2001 he was a member of a small elite team that developed a critically acclaimed and award winning web-based mystery game as part of the marketing effort surrounding Stephen Spielberg’s movie “AI”. 

He has worn many hats and has experience in project management, design, level design, prototyping, tools design, programming, voice direction, audio post production, testing, and specification and technical writing.  He has shipped over 16 titles and has spoken at a number of institutions and conferences, the most recent being the University of Washington.

References and writing samples available upon request

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